Any thoughts on why there is such variety? Is it due to shell cost or lights get more spots and assists? Doesn't really explain why the Vk and leopard are so high. WG must not want people playing the 251 for some reason.

Any thoughts on why there is such variety? Is it due to shell cost or lights get more spots and assists? Doesn't really explain why the Vk and leopard are so high. WG must not want people playing the 251 for some reason.

Credit coefficients have nothing to do with combat performance or battle expenditures. It's just a multiplier for how many credits you earn after the battle. My best guess for the difference is coefficients is to compensate for some tanks that are better or worse. For example, the Churchill GC has a stupidly high coefficient, but that's balanced out by being one of the worst tanks in the game. The Borsig on the other hand has a terrible coefficient but is one of the best tanks in the game. Also premiums have higher coefficients, since that's their main selling point, and WG has stated that tier VII and VIII light tanks are treated like tier IXs and Xs respectively since they techincally end their lines.

Wow - shows just how harshly the poor Ru-251 is reamed. And the SP 1C! 64% and 65% respectively... why?

Interesting that the Type 59 could be buffed nicely with a slight discount on the cost of HEAT.

Sp and RU are really overpowered considering both have HEAT and SP has a Magazine with good camo while RU is currently the Fastest tank in the game with insane HE penetration at tier 8.

I do agree with the fact though that Type 59 does need a buff I personally not owning one myself but fighting them have seen how sluggish they are and at the very least could use a mobility buff. There are also a 2 other premium that need some loving T34 and Super Pershing. T34 from what I have heard both in game and from forums (once again a tank I do not have) has terrible gun handling and the introduction of +1/-1 really hurt it since the main appeal for the tanks was to be able to fight tier tens effectively. As for the Super Pershing it's another matter of Armament since the low top speed makes sense for the Armor it has. The gun is the main issue (I actually have it) the dispersion is way too much for a 90mm gun especially when it only has 170 Millimetres of penetration which is lower than a Stock IS tank and a base ROF of 8.33 which while it is OK with unreliable penetration it really makes it difficult to defend yourself.

For anyone interested, the Type 59 is the best for credit making, though it has less coefficient than the 4+ better coefficient tanks, it has 4x cheaper credits for shot than the Lowe and is a very easy tank to do a lot of damage and take none in.

*across all my battles:

I make 75-115k profit in credits Type 59

65-100k in Lowe (profit)

Chi Nu Kai about 80-100k

T34 about 55-95k

Super Pershing 75-110k (rarely higher than 100 but they do happen once every 15 games or so

I tried the ones I don't have on my account on a test account as recent as a week ago and in time for the 3.0 update so keep that in mind.

also, i tested these without any provisions or consumables other than a repair kit and six prem rounds without much usage of them (no camo too).

Edited by Tsar_Lancetier, 17 August 2016 - 04:36 AM.

"It is enough that the people know there was an election. The people who cast the votes decide nothing. The people who count the votes decide everything."

"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas?" ☭-Comrade Stalin-☭

i want to mention if ever you forget, that real world results are different,

I need to say it simply because it strikes me every single time.

Two examples below :

Panther M10 and E25 are two underpowered machines, they need all consumables to be competitive, and shoot loads of APCR. For some reason E25 will lose more games, has a lower coefficient, but will still return better credits

FCM has greater coefficient than the defender, but it will lose so many games that you will never make money. Besides, if you meet a defender (there is one in every game) he will dispose of you in three easy AP shots, while you will need 10 APCR and adrenaline, and probably some rations and it's not sure you get out alive. Add the repairs and the lost battles.

So every time its like FCM was made only to feed those defenders in free XP and free credits at your own expense.